An Adaptive Virtual Reality Game for Programming Education Using Fuzzy Cognitive Maps and Pedagogical Models
Saved in:
| Title: | An Adaptive Virtual Reality Game for Programming Education Using Fuzzy Cognitive Maps and Pedagogical Models |
|---|---|
| Language: | English |
| Authors: | Andreas Marougkas, Christos Troussas (ORCID |
| Source: | Smart Learning Environments. 2025 12. |
| Availability: | Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ |
| Peer Reviewed: | Y |
| Page Count: | 60 |
| Publication Date: | 2025 |
| Document Type: | Journal Articles Reports - Research |
| Descriptors: | Computer Simulation, Computer Games, Educational Games, Computer Science Education, Programming, Cognitive Mapping, Models, Electronic Learning, Gamification, Learner Engagement, Learning Motivation, Task Analysis |
| DOI: | 10.1186/s40561-025-00392-3 |
| ISSN: | 2196-7091 |
| Abstract: | Virtual Reality has proven to be highly promising within the field of learning. Most VR learning methods do not effectively implement pedagogical models or adapt to the individual's learning style. This research aims to bridge this gap by integrating Fuzzy Cognitive Maps (FCMs), Flow Theory and Gamification within an educational Virtual Reality video game to introduce and teach learners to Java programming. This new integration offers real-time accommodation to the learners' performance through dynamically balancing challenges and competencies (Flow Theory) and personalized, data-driven feedback (FCMs) and motivational stimulation through interactive gamified mechanisms (Gamification). With the use of FCMs to enable real-time personalization, this approach offers the ideal balance between competence and challenge to ensure deeper understanding of the subject matter. A comprehensive analysis verified significant improvements to the task performance, knowledge outcomes, along with the reduction of errors, validating the effectiveness of this adaptive VR method. The future of a more efficient and adaptive learning VR is made possible through this research that offers new knowledge about the integration of cognitive engagement, motivational aspects, and adaptive AI-powered learning. |
| Abstractor: | As Provided |
| Entry Date: | 2025 |
| Accession Number: | EJ1490244 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
|---|---|
| Header | DbId: eric DbLabel: ERIC An: EJ1490244 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
| IllustrationInfo | |
| Items | – Name: Title Label: Title Group: Ti Data: An Adaptive Virtual Reality Game for Programming Education Using Fuzzy Cognitive Maps and Pedagogical Models – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Andreas+Marougkas%22">Andreas Marougkas</searchLink><br /><searchLink fieldCode="AR" term="%22Christos+Troussas%22">Christos Troussas</searchLink> (ORCID <externalLink term="http://orcid.org/0000-0002-9604-2015">0000-0002-9604-2015</externalLink>)<br /><searchLink fieldCode="AR" term="%22Akrivi+Krouska%22">Akrivi Krouska</searchLink><br /><searchLink fieldCode="AR" term="%22Cleo+Sgouropoulou%22">Cleo Sgouropoulou</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Smart+Learning+Environments%22"><i>Smart Learning Environments</i></searchLink>. 2025 12. – Name: Avail Label: Availability Group: Avail Data: Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 60 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Computer+Simulation%22">Computer Simulation</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Science+Education%22">Computer Science Education</searchLink><br /><searchLink fieldCode="DE" term="%22Programming%22">Programming</searchLink><br /><searchLink fieldCode="DE" term="%22Cognitive+Mapping%22">Cognitive Mapping</searchLink><br /><searchLink fieldCode="DE" term="%22Models%22">Models</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+Learning%22">Electronic Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Learning+Motivation%22">Learning Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Task+Analysis%22">Task Analysis</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1186/s40561-025-00392-3 – Name: ISSN Label: ISSN Group: ISSN Data: 2196-7091 – Name: Abstract Label: Abstract Group: Ab Data: Virtual Reality has proven to be highly promising within the field of learning. Most VR learning methods do not effectively implement pedagogical models or adapt to the individual's learning style. This research aims to bridge this gap by integrating Fuzzy Cognitive Maps (FCMs), Flow Theory and Gamification within an educational Virtual Reality video game to introduce and teach learners to Java programming. This new integration offers real-time accommodation to the learners' performance through dynamically balancing challenges and competencies (Flow Theory) and personalized, data-driven feedback (FCMs) and motivational stimulation through interactive gamified mechanisms (Gamification). With the use of FCMs to enable real-time personalization, this approach offers the ideal balance between competence and challenge to ensure deeper understanding of the subject matter. A comprehensive analysis verified significant improvements to the task performance, knowledge outcomes, along with the reduction of errors, validating the effectiveness of this adaptive VR method. The future of a more efficient and adaptive learning VR is made possible through this research that offers new knowledge about the integration of cognitive engagement, motivational aspects, and adaptive AI-powered learning. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2025 – Name: AN Label: Accession Number Group: ID Data: EJ1490244 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1490244 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1186/s40561-025-00392-3 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 60 Subjects: – SubjectFull: Computer Simulation Type: general – SubjectFull: Computer Games Type: general – SubjectFull: Educational Games Type: general – SubjectFull: Computer Science Education Type: general – SubjectFull: Programming Type: general – SubjectFull: Cognitive Mapping Type: general – SubjectFull: Models Type: general – SubjectFull: Electronic Learning Type: general – SubjectFull: Gamification Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Learning Motivation Type: general – SubjectFull: Task Analysis Type: general Titles: – TitleFull: An Adaptive Virtual Reality Game for Programming Education Using Fuzzy Cognitive Maps and Pedagogical Models Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Andreas Marougkas – PersonEntity: Name: NameFull: Christos Troussas – PersonEntity: Name: NameFull: Akrivi Krouska – PersonEntity: Name: NameFull: Cleo Sgouropoulou IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 12 Type: published Y: 2025 Identifiers: – Type: issn-electronic Value: 2196-7091 Numbering: – Type: volume Value: 12 Titles: – TitleFull: Smart Learning Environments Type: main |
| ResultId | 1 |